planet distribution is nice now and one sun is always placed with bigger radius and space nearby.

This commit is contained in:
Andreas Ortmann 2016-09-30 23:15:51 +02:00
parent f2bdadd49f
commit 0b71aad1f7
5 changed files with 86 additions and 45 deletions

View file

@ -6,8 +6,9 @@ varying vec3 lightDirection;
uniform vec3 lightColor;
uniform vec3 lightPosition;
uniform float materialKind;
uniform vec3 materialColor;
uniform int materialKind;
uniform int materialSeed;
void main()
{
@ -23,27 +24,15 @@ void main()
}
// TODO: add noise texture
vec3 IDiffuse = vec3(materialColor) * lightColor * max(dot(normal, lightDirection), 0.0);
vec3 color = materialColor;
color = max(vec3(0.0), min(vec3(1.0), color));
vec3 IDiffuse = vec3(color) * lightColor * max(dot(normal, lightDirection), 0.0);
// TODO make instensity/exponent as parameter
//vec3 ISpecular = lightColor * 5.0 * pow(max(dot(Reflected, Eye), 0.0), 2.0);
vec3 ISpecular = lightColor * pow(max(dot(Reflected, Eye), 0.0), 2.0);
//vec3 ISpecular = lightColor * pow(max(dot(Reflected, Eye), 0.0), 2.0);
if (dot(lightDirection, normal) <= 0.0) {
ISpecular = vec3(0.0, 0.0, 0.0);
}
// p: point of the fragment on the surface
//vec3 v_eye = normalize(pos_eye - pos_space); // point from p to eye
//vec3 v_sun = normalize(sun_light_dir); // points from p to the sun
//float specular = spec_int * pow(
// clamp(dot((v_eye + v_sun)/2.0, normal), 0.0, 1.0),
// 2.0*specular_exponent);
//ISpecular = vec3(1.0, 0.0, 0.0) * specular;
//gl_FragColor = vec4(ISpecular, 1.0);
gl_FragColor = vec4((IAmbient + IDiffuse) + ISpecular, 1.0);
//gl_FragColor = vec4(0.5+0.5*normal, 1.0);
//gl_FragColor = vec4((IAmbient + IDiffuse) + ISpecular, 1.0);
gl_FragColor = vec4((IAmbient + IDiffuse), 1.0);
}

View file

@ -10,6 +10,8 @@
#include "network/server.hpp"
#include "options.hpp"
#include <sys/time.h>
uint64_t optionsFlags;
using asio::ip::tcp;
@ -71,6 +73,8 @@ int main(int argc, char *argv[])
}
}
srand(time(NULL));
Game game;
game.state()->setDeveloperMode(devMode);
@ -78,7 +82,7 @@ int main(int argc, char *argv[])
Server s(io_service, game.state(), atoi(port) );
//GameWindow window(500, 500, &game);
GameWindow window(750, 750, &game);
GameWindow window(500, 500, &game);
window.set_maxfps(60.0);
window.open();

View file

@ -171,7 +171,8 @@ namespace endofthejedi {
glm::vec3 c = planet->getColor();
glUniform3f(m_shader.location("materialColor"), c.x, c.y, c.z);
glUniform1f(m_shader.location("materialKind"), (float) planet->material);
glUniform1i(m_shader.location("materialSeed"), planet->seed);
glUniform1i(m_shader.location("materialKind"), (int) planet->material);
m_planetModel->render();
}
@ -294,16 +295,22 @@ namespace endofthejedi {
void RendererPolygon3d::configureLightningInShader()
{
glm::vec3 c = glm::vec3(1.0, 1.0, 0.8);
glUniform3f(m_shader.location("lightColor"), c.x, c.y, c.z);
// TODO: add a few small lights for explosions so they lit the
// surroundsings
// TODO: use the sun planet color for this!
glm::vec3 c = glm::vec3(1.0, 1.0, 0.8);
glm::vec3 p = glm::vec3(0.3f, 0.4f, 0.0f);
for (const game::Planet *planet : m_state->planets) {
if (planet->material == game::Planet::Material::Sun) {
p = glm::vec3(planet->position, 0.0);
c = planet->getColor();
break;
}
}
glUniform3f(m_shader.location("lightPosition"), p.x, p.y, p.z);
glUniform3f(m_shader.location("lightColor"), c.x, c.y, c.z);
}
}

View file

@ -19,7 +19,7 @@
#include "util.hpp"
namespace game {
void State::init(bool devMode)
void State::init(int numPlanets, bool devMode)
{
m_nextId = 0;
m_time = 0.0;
@ -30,31 +30,72 @@ namespace game {
m_maxNumTraces = 10;
m_developerMode = devMode;
bool planetsOnCircle = false;
int numPlanets = 10;
for (int i=0; i<numPlanets; i++) {
float t = i / static_cast<float>(numPlanets);
t *= 2.0*M_PI;
// distribute but not in the center
int tries = 0;
glm::vec2 pos;
do {
float cr = 0.7;
if (planetsOnCircle) {
pos = cr * glm::vec2(std::sin(t), std::cos(t));
} else {
pos = cr * util::randv2_m1_1();
}
} while(glm::length(pos) < 0.2 && tries++ < 1000);
Planet::Material mat = Planet::Material::Rock;
if (i == 0) {
for (int i=0; i<numPlanets; i++) {
switch(i) {
case 0:
mat = Planet::Material::Sun;
break;
case 1:
case 2:
mat = Planet::Material::Water;
break;
case 3:
case 4:
mat = Planet::Material::Sand;
break;
case 5:
mat = Planet::Material::Metal;
break;
default:
mat = Planet::Material::Rock;
}
planets.push_back(new Planet(pos, i, 0.03 + 0.07*util::randf_0_1(), mat));
glm::vec2 pos;
float radius = 0.03 + 0.07*util::randf_0_1();
if (i == 0) {
// sun is bigger but not too big
radius += 0.05;
if (radius > 0.9) {
radius = 0.9;
}
}
bool tooNearToCenter = true;
bool collidesWithOtherPlanet = true;
// distribute but not in the center and not next to other planets
int tries = 0;
do {
pos = util::randv2_m1_1();
collidesWithOtherPlanet = false;
tooNearToCenter = glm::length(pos) < 0.1;
if (!tooNearToCenter) {
for (const Planet *other : planets) {
float d = glm::distance(other->position, pos);
float extraDist = (other->material == Planet::Material::Sun)
? 4.0
: 1.0;
if (d < extraDist*other->radius + radius) {
collidesWithOtherPlanet = true;
break;
}
}
}
} while((collidesWithOtherPlanet || tooNearToCenter) && tries++ < 1000);
planets.push_back(new Planet(pos, i, radius, mat));
}
}

View file

@ -40,7 +40,7 @@ namespace game {
// called to setup the state (randomize planets, kill
// traces/missiles/ships etc.)
void init(bool devMode=false);
void init(int numPlanets=15, bool devMode=false);
// main method to advance the simulation by the given timestamp in
// seconds.